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Xanthippe's Last Night with Socrates, by Victor Gijsbers

2 of 2 people found the following review helpful:
What might it have been like to be married to Socrates?, October 10, 2023
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, IFComp 2023

So right off the bat let me tell you that I'm right on the line here between giving this one 3 or 4 stars. To me it does everything well, except provide for much narrative branching or interactivity. The writing is superb and the humor is excellent. As I've said on social media, if Victor were to ever write a novel I'll be first in line to read it. He really is talented. My only complaint is that the story is very linear.

In this game you play as Xanthippe, the wife of Socrates, spending the last 12 hours you have with your husband in his jail cell before he will be forced to drink hemlock as a method of execution. As the author notes, we don’t know much about the real Xanthippe, and so the author uses his creative license to reimagine and subvert the very few descriptions that we have of her. And the result is fantastic. This Xanthippe is a character I could easily see myself spending a lot of time with. The game gives you your primary objective on its opening page, (minor content warning) (Spoiler - click to show) you are horny and would like to be intimate with your husband one last time, but he does not seem to be in the mood at the moment. What are the chances that you can talk him into the mood, even if it means going over, or around, some of the baggage that the two of you have with each other. However, even though the game starts you off with that objective, there is so much more ground to cover and more philosophies to delve, both the universal and the personal kind. The piece takes you on a rollercoaster, starting out with the simple (Spoiler - click to show)convince your husband to have sex one last time objective, before exploring why Socrates would choose the path he did, the ways you’ve hurt each other, the ways you’ve loved each other, all the Athenian ingrates that don’t appreciate him (or you), and the way each of you hopes to be remembered.

The author does a good job of using Ink to create some fun and humorous scenarios and reactions (by the game and Socrates) to your choices. The writing is excellent throughout, with flowing dialogue and clever turns of phrase. You could imagine this being part of a Kevin Smith or Quentin Tarantino movie (and I mean that in the best way possible). But, as multiple playthroughs reveal, the amount of choice you actually have as the PC is very limited. I’m not sure you can direct the narrative off of what appear to be its rails. Rather than explore branching narratives, you get to explore the personalities of the characters. And that is enjoyable, but I wonder if I wouldn’t have enjoyed it more if the author had picked out his favorite scenes, his best jokes, his optimal route through the game, and published it as a short story. I’d hate to think I’ve missed out on some of Victor’s best writing.

I might reconsider my rating in the future with the perspective of time and revise it, but for now I’ll give it three stars.

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Overboard!, by inkle

2 of 2 people found the following review helpful:
A Whodunnit where Youdunnit! Very fun and replayable game from the masters of IF, August 12, 2023
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, replayable

Forgive me, I didn't realize this game was up on IFDB, so this review is coming quite awhile after I initially played the game (also, I totally stole my review title from The Short Game podcast). That said, I might update it in the future, because even after putting 6 hours into a game where a single playthrough takes less than an hour, I still want to play more!

The time frame is pre-World War II. You play as the aptly named Veronica Villensey, a British starlet on her way via boat to America with her husband, whom she promptly pushes overboard to start the game. The deed is done, but can she get away with it?

Though the game has a fun graphical interface that you use to move around the ship, the primary game mechanic is text-based choices and dialogue trees. There are a number of characters on board that you can interact with, some may suspect you, some you might be able to use to cover up your crime. Who is manipulating who? And even if you can avoid prison, can you also collect on your husband's life insurance, and maybe another prize while you are at it?

The writing is excellent, the characters are colorful, and there are so many paths through the game that even after you achieve the "best" ending, you can play again and again to find other, quicker, or more interesting ways to victory. The NPCs have their own goals and move around on their own, and time is ticking while you are playing, so if you want to beat someone to a certain location, make sure that you don't dilly-dally. The game also features as fast forward function, so if you want to get back to a point later in the day to try something different, you don't have to go through each step to get there at normal speed. The game will remember the choices that you made on the last playthrough and let you get through them fast.

All around wonderful game from some of the true masters of the genre. Easily one of my favorites of all time.

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The Archivist and the Revolution, by Autumn Chen

4 of 5 people found the following review helpful:
It's the end of the world as we know it, and I don't feel fine, October 24, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, IF Comp 2022

In this choice-base game, you play as Em, an archivist in post-apocalyptic world, who just got laid-off. History is a bit unclear, but several hundred years ago there was a war between transhumanists and those that rejected the "enhancements". The war left the earth scarred and base-model humanity seeking the shelter of huge arcologies to survive. But then within your lifetime there has been a breach of the arcology wall with devastating effects, and also an uprising against the Ruling Party that was quickly put down. And to top it all off, your rent is due. How will you navigate this dismal world and find a way to keep a roof over your head? The choice is yours.

I'm of two minds about this piece. On the one hand, the world is interesting and the writing is good. On the other hand, I think there is a war going on inside the piece between the Setting and the Main Idea. The game takes the form of a "simulator" rather than a story. You are presented with stats (money in the bank, days until the rent is due, food in the fridge) and ostensibly tasked with the problem of figuring out how to make rent and stay alive. But then the Main Idea happens, using the futuristic backdrop as a commentary on the issues of today. For awhile I was able to leave the Setting behind and focus on the Main Idea, the interpersonal relationships of the PC, the philosophical and introspective musings on the meaning of identity and belonging. But then the end of the story kind of threw me for a loop again, mixing the Setting/backstory in with the Main Idea in a hurried way that left me unsatisfied with the final outcome. There are 9 endings that you can achieve, and if after one playthrough you aren't interested in playing again, as I was, then the author provides some notes as to the origins of the piece and what all the possible outcomes are.

Interesting piece that was good, but just didn't quite work for me in the end.

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Elvish for Goodbye, by David Gürçay-Morris

2 of 2 people found the following review helpful:
Dialogue-heavy and choice-light, but interesting story and very good writing, October 23, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, IF Comp 2022

In this choice-based game, you play a human in a vague, mostly fantasy, but a little steampunk, world. You happen to befriend an elf, perhaps the last elf in the world, one night. The great Elven city disappeared without warning and without a trace when your grandfather was a child. It seems so long ago it might be well be myth. But now you get to hear the account of the great city firsthand!

Where to start with this game? First, let me say that the author is clearly a talented writer. Unfortunately, at least for the first third or so of this piece, he seems to want to show off just how just how lyrical he can be with his prose and it gets to be a bit to thick. Thankfully, he settles down further into the piece and the story moves on elegantly and much more smoothly. Still, there is no doubt he has quite a way with words and I'm eager to see what other works he can produce.

Second, there isn't much interactivity in this story. There are a few choices that allow you to direct the conversation, and I suspect, change the latter story a bit. But I don't think that they make much of a difference in terms of branching narratives. This one feels pretty linear to me. Now that isn't always bad (see Turandot), but for a linear choice-based game to be good I think it needs to offer you lots of choices to express your character's character, to make the PC your own. Here I don't think you had that option.

Finally, I was disappointed with the resolution. For a fair part of the story I didn't think there was enough action, but the more tales the NPC told the more I was able to appreciate it for what it was. That said, I don't think that the ending was as fleshed out as it should have been. I think I understand it after a couple playthroughs, but I wish there had been some more specifics about (Spoiler - click to show)how and why the Elven city disappeared.

Overall, I enjoyed my time with the story, and I hope to see more from this author in the future. This was a good piece, it just could have been a bit better.

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The Thirty Nine Steps, by Graham Walmsley

2 of 2 people found the following review helpful:
Spy thriller with some fun mechanics, October 11, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, IF Comp 2022

In this choice-based multimedia game you play a man who wakes up on his last day of vacation in London to find a dead man in his living room and you quickly realize that it is part of some conspiracy and like it or not you are involved. What follows is a cloak-and-dagger chase across the English countryside where you must plan your actions carefully at every step to avoid being caught by your pursuers. Many of your choices will be presented in the context of one of three main strategies: BE OPEN, BE CLEVER or BE BOLD. Choosing one of them will alter the text in future scenes. For example: being clever will mean the text draws more attention to suspicious things, but also means that it might make something seems suspicious that really isn’t.

I quite enjoyed the mechanics of this game. Right from your first strategy choice the game tells you what it means to pick a certain path and will let you know when your personality alters later on based on your choices. I also loved that at the end of each chapter the game would give you the option to move on to the next chapter, or replay the chapter you just finished. Frequently, with choice-based games, I found that I’ve learned something for future playthroughs, but I still have to finish the game before I can go back and try the new thing. Sometimes I want to iterate on my path many times and that involves lots of clicking and not much reading. Being to take this game in chunks was lovely and made for a very pleasant replay experience. I also liked that at the beginning of Chapter 2 (Spoiler - click to show)the game told you that the chapter would end if you got caught and you would miss out on some of the story, then when I finished the chapter it let me know that I had seen the whole thing. Finally, I loved that the code in the game is a real cipher that you can decode on your own outside of the game, allowing you to take other productive actions during the game.

The game also has original music by the author, which was a nice touch in certain moments and at the beginning and end of chapters. I would also recommend reading the walkthrough that is available at the end of the game. It lets you in on things you’ve missed and also made me realize how impressive the coding was for this game.

The game says that it is adapted from a novel. I’m curious was the novel is like, but I can say that the reason I didn’t give this game four stars was the storyline. I just never felt invested in the characters, the plot didn’t grip me from the beginning because it all seemed to come out of no where without any context as to why I should care, and I felt like the end came too suddenly and too easily. So, only three stars for this one, but I hope the author writes another game like this with some of the same mechanics, I’d love to play it.

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The Grown-Up Detective Agency, by Brendan Patrick Hennessy

4 of 4 people found the following review helpful:
Two mysteries, and a lot of heart, in one game, October 10, 2022
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour, IF Comp 2022

This choice-based, multimedia game puts you in the role of 21-year-old Bell Park, a former child-then-teen detective in the Encyclopedia Brown/Veronica Mars mold, now a fully licensed Private Investigator. Already jaded by life despite having achieved her dream job, Bell must confront her past in more ways than one, and in a much more literal sense than most of us ever have. At the same time that her first love and former best friend comes back to ask for her help, her 12-year-old self inexplicably travels through time and lands on her desk. Can she find her friend's missing boyfriend and figure out what to do about her past (and present) self in the process?

This was a very fun story with a cast of colorful characters. The writing is excellent and the dialogue is very snappy. I laughed more than once and was smiling most of the time I was playing. The interface is great, with some artwork to represent the characters appearing on the sides of the dialogue heavy scenes, which read like a screenplay. I felt like the graphical part of the interface was perfect, only adding to the experience, never distracting, and was used very cleverly in one scene in particular.

I will say that the case of the missing boyfriend was a bit disappointing in its resolution, but I was far more interested in what was going on in parallel with that mystery anyway. The banter with adult and kid Bell was witty, they way they worked together and played off each other was endearing, the way they worked through the tough moments was heart warming, and their resolution was everything I hoped for.

I did notice that when we first encounter one of the boys, that he is referred to as "Bald Guy", but his artwork shows a man with hair. A minor nit to pick and quickly forgotten. Also, I think I would have liked to have the dialogue of the Bells subtly color-coded to indicate which one was talking. Something as simple as black and dark grey would have probably been sufficient. Their dialogue was so quick-witted that I didn't want to look at the tags to see who was speaking sometimes, rather I wanted to stay in the flow of the repartee and occasionally that cost me and I lost track of who was talking. I think making Kid Bell's dialogue just slightly different would have helped me stay in the flow.

Overall, I very much enjoyed the game and now I want to go play the earlier games with these characters that I've missed. I came very close to giving this one four stars, only the disappointing end to the main case held me back.

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The Corsham Witch Trial, by JC Blair

1 of 1 people found the following review helpful:
Heartbreaking tale about protecting children and the failures of bureaucracy, November 9, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

In this work you play a junior lawyer, at the office late going over an old case file, while chatting online with a co-worker. As a rite of passage in the law firm, you have read through the notes and testimony of one of the cases most dear to your boss, one he lost, and give him your opinion of it. That's just the set-up though, the entirety of the gameplay is reading the case and chatting with your co-worker about it.

The story definitely pokes you in the feels, breaking your heart before applying a little bit of salve. The writing is very good and the story interesting to follow along with. There is almost no choice involved, and the few choices presented to you I think only change a bit of the dialogue with your co-worker, they don't affect the story itself. Instead, most of the links you find in the story open up the exhibits from the trial in Google Drive. I thought this was a very cool way to relive the trial, as though you are the judge or a member of the jury. I also appreciated the shades of grey present in the story; there is definitely right and wrong presented, but it isn't shining knight against evil villain. You can are able to relate to multiple perspectives. I also appreciated the message about the failures and absurdities of bureaucracy and the need for reform and to not forget the primary mission.

I think it is well worth your time, didn't quite get to the four-star level for me though. Clicking links to pull up documents was something I hadn't seen in IFComp before, but I'm not sure it counts for me as true interactivity.

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Fine Felines, by Felicity Banks

1 of 1 people found the following review helpful:
A deeply human story, despite cats outnumbering humans, October 29, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

In this game you play someone who just lost their mom after a long illness. After years of selflessly taking care of someone else, you are able to decide what you want to do for yourself again... and you decide what you want to do is breed cats. From there the game takes on a façade of being a cat breeding simulator (think Kitten Tycoon[TM]), but it is really much deeper than that.

At its core this story is about what makes us human, even as the focus is taking care of animals. This is a story about grief, love, friendship, pain and joy. About caring for others, caring for yourself and letting others care for you. You are faced with periodic business decisions - how much of your small inheritance to spend on various feline infrastructure - and ultimately you learn how profitable (or not) you become in the end. But it is the parts in between that give this game its heart and soul, and primarily the parts where you are interacting with the other humans in the story, making connections and caring for one another.

The PC in the game also struggles with a chronic disease, and I felt like this game really brought home how much something like that can affect your life and force you to make trade-offs that other people don't have to make. This puts a sharp point on seeing beauty and the pain mixed together in a way that I think really illustrates what life is about if we are doing it right.

This author also writes non-interactive fiction and given the quality of the writing in this game I think those books would be worth checking out.

Finally, I can't end the review without mentioning that this game is filled with cute pictures of cats that work as wonderful illustrations to help you connect with your non-human NPCs. And this is coming from someone who tends to be much more affectionate to canines than felines.

Well worth your time.

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The Golden Heist, by George Lockett and Rob Thorman

3 of 3 people found the following review helpful:
A heist in the heart of Rome, October 27, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

Your father did not die a rich man, despite being a talented architect who worked on building Nero's perfect palace. But he did leave you with something of incredible value: the plans to the palace and the vault hidden inside. Now can you use them to pull off the greatest heist in Roman history?

This choice-based game, written in Ink, takes you from conception, to planning, to execution, and hopefully to escape, of your attempt to rob the emperor blind. Pick your accomplice, your entry point and improvise along the way. I feel like these games where your choices feel like they should matter in the outcome can go either way. Sometimes you will take a path that seemed fine from all the clues you were given (or weren't along the way) and you'll end up dead through no fault of your own and be forced to restart if you want to make it to the end. This game is not one of those. It deftly allows you to make choices that carry a certain level of intensity to them, without (at least in my playthrough) killing you unnecessarily. The game alternates between funny and nail-biting well, while also giving you some genuine emotion too.

While I think this game did what it set out to do very well, there were a few points it could have been a little better. There was one scene transition that I didn't really follow (but you catch up quickly). There was one moment in the (Spoiler - click to show)escape scene that seemed out of place to the point that I was expecting a big surprise that never came. It didn't really fit the mood of the what had just been happening prior and the timing was off. Finally, I think the denouement went on just a touch too long.

However, I loved the humor, made it feel more like an Ocean's 11 style heist, rather than something like The Score. The soundtrack was great as well (highly recommend playing with the sound on) and helped set the mood in each scene. Finally, I loved that authors clearly had a good knowledge of Roman history. There were lots of references thrown in that really helped cement the setting for me.

Very good game, well worth your time. I will probably play it again soon.

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Universal Hologram, by Kit Riemer

2 of 4 people found the following review helpful:
Multimedia, nonsensical story with few choices and formatting bugs, October 6, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

I really feel like there was the seed of a good story here, but I just didn't get it. Most of the time I couldn't tell what was going on. On the one hand it seems like kind of a surreal/trippy story, but on the other there was more than one NPC scream-cussing at me and it definitely took me out of the mood of the story. There were very few choices in this piece, most sections of texted ended with a single hyperlink. In those few places where multiple choices were offered, sometimes the choices were not separated by a blank line, and because other "choices" were often a whole paragraph of text it was hard to tell if this was a really choice or a paragraph of just the next part of the story. I would recommend cleaning up the formatting in that regard so that when the reader gets an authentic choice they know it at a glance. On the plus side, the story had accompanying surreal illustrations and an atmospheric soundtrack.

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An Aside About Everything, by Sasha

3 of 3 people found the following review helpful:
Short surreal adventure that lacked something to tie it all together, YMMV, October 5, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

I feel like surreal pieces, perhaps always, but especially in the case of this game, are really more about the author expressing something or working through something important to them in a way that only they fully understand. These kinds of stories are like the songs you hear on the radio with a catchy tune and lyrics that you can sing along with, but when you really listen to the words you have no idea what the song is about.

This is a well enough written and implemented, short choice-based piece, but I didn't think there was enough to me to grab on to in the story for me to come away with a lasting impression. I could easily see the characters and bits of conversation having meaning for the author, but I think the average reader will not know what to do with this. Surreal pieces like this need to have very well-defined themes and/or symbolism, punctuated with moments of clarity, so that even though it seems like you've been tossed in the middle of Wonderland, you can still ascertain what the author is trying to say. Perhaps some lines of angry or poignant dialogue that pull together the last few pages of haziness into some philosophical point. For me this piece was lacking enough of those elements to give me something to get out of it.

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Mermaids of Ganymede, by Seth Paxton

7 of 7 people found the following review helpful:
Fun story that utilizes multimedia elements to really set the atmosphere, October 3, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

If you threw Europa Report, Aquaman, Abyss, The Core and maybe a touch of Valerian and the City of a Thousand Planets into a witch's cauldron and made it spit out a comic book, you'd have this story. Add in a Myst-like atmospheric soundtrack and you have the game "Mermaids of Ganymede".

You play the commanding officer of a research vessel that crash lands on Ganymede, or rather crashes through the ice layer and sinks to the bottom of the ocean surrounding the core of Ganymede. Soon it becomes clear that you are not alone in the icy depths, and there is a whole world down there that no one knew about. Can you repair your ship and radio for rescue? Or will getting home require a different skill set you never thought you'd need on this mission?

The game is broken up into five chapters. The odd numbered chapters play out much like a traditional choice-based game, with you selecting a story path at various junctures, and making dialogue choices along the way. The even numbered chapters play out much more like puzzle-centric games, reminiscent of "Tavern Crawler" from IFComp 2020. The interface remains the same, but rather than being pushed down the main plot line with some ability to steer, it becomes much more open world, with you able to go to a wide variety of locations, backtrack as much as you'd like and have to solve a puzzle of some kind to be able to reach the next chapter.

I liked the story chapters a lot more than the puzzle chapters. In Chapter Two it took me awhile to realize that was what was going on and it threw me off a bit. Chapter Four (Spoiler - click to show)is a maze that is hard to wrap your head around the geography of given the very brief descriptions. Additionally, you can die (which I did four times before finally figuring out the right order of actions) and have to restart the chapter. That threw me out of the rhythm of the story. I think I would have rather than whole game been like the odd chapters.

The story itself was fun, if a bit cliched and not terribly deep, but I think appropriate to a game of this length. It did feel like the author was throwing every idea they had against the wall to see what would stick. The best part of the game were the multimedia elements and the atmosphere. From the illustrations, to the color of the text, to the background music (different for each chapter), it was easy to really see myself in the world that the author had created and stay immersed in the story.

The game is very polished and well worth your time, a great improvement from the author's entry in IFComp 2020. Given that improvement and all the things that worked well in this game, I'm eager to see what the author comes up with next.

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extraordinary_fandoms.exe, by Storysinger Presents

1 of 1 people found the following review helpful:
Linear game about how quickly strangers can become friends online, October 2, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

This piece strikes me as a very personal story from the author. Nothing at all like their entry in last year's IFComp (which I very much enjoyed). Kind of a journal entry and therapy session played out in the creation of this work of Twine. I'm not sure if the author explicitly said so in the blurb or intro to the piece, but it feels like this is a slightly fictionalized re-telling of things that actually happened to them. I hope that they have been able to heal a bit by sharing their story with others.

Perhaps because I haven't shared any of the experiences in the story it was hard for me to relate to this piece. I think I'm just not the target audience. The story is extremely (maybe completely) linear, where the few choices that you are given are often just different ways to say the same thing. I've found that if you aren't given enough agency to choose the personality of the character you are playing, then if you don't relate to that character sometimes the game just misses you. That was the case here. The short sections alternate between fandom discussions of anime, programming a website, online SFW role playing and discussions of the main characters home woes. The only sections I was really interested in were the last kind, and they seemed infrequent and over quickly. Again, because I'm pretty sure these were real experiences it makes sense to switch back and forth between these scenes in this way, just not sure it makes for the best story structure.

Honestly, my enjoyment of this game was closer to the two-star level, but because I know the game was important for the author to make and will hopefully be important for some others to read, and because I do want others to play it in case it does speak to you, I gave it three stars.

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Sting, by Mike Russo

4 of 4 people found the following review helpful:
Auto-biographical parser game that should have been a choice-based game, October 2, 2021
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

First let me say that this game would have been much better if it had been a choice-based game. I think the author learned Inform 7 to make "The Eleusinian Miseries", his IFComp entry in 2020 (my personal favorite from that comp and one of the best first games ever), and just stuck with it for this game. Sadly, I think making this a parser game detracted from it overall. That said, it doesn't take long to play and is still worth your time.

The game is a combination of personal memoir, tribute to the author's twin sister, and diatribe against bees (preach!). It is broken up into six vignettes, all personal experiences of the author, each punctuated by a bee sting (or twenty).

The second section (and to a lesser extent the fourth section) frustrated me greatly as I couldn't find a rhythm with the parser. It seemed like I was always getting scolded for either waiting or trying to talk, and in the meantime a lot of sailing jargon was being thrown at me and it was up to me to guess which words of that mumbo jumbo (land-locked pleb here) I was supposed to parrot back to the parser to get the game to progress. My advice to future players would be to just fight through that second section in whatever way possible to get to the rest of the game, which is much better.

In the end the game becomes a story of love, both the romantic and sibling variety, where it was found and where it was missed. All the while getting stung by bees (what rotten luck!).

Halfway through the second segment this felt like a two-star game, but at the end it felt closer to four stars. I'll settle in the middle with three with the knowledge that this game will probably stick with me a lot longer than other three star games.

(Spoiler - click to show)My sincere congratulations and condolences to the author. I hope you keep making games, Mike. F--k bees and f--k cancer. Prayers and best wishes.

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Lore Distance Relationship, by Naomi "Bez" Norbez

4 of 4 people found the following review helpful:
Tore my heart in two and then put it back together, December 3, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

In this choice-based work you play as a kid who, in order to escape a bad situation at home, goes to a Neopets-like website called Ruffians and makes a friend named BusyAsABee. The game plays out over the course of 11 chapters and 11 years (you start as an eight-year-old and get one year older each chapter). The game primarily plays out through the chat function on the Ruffians website, though in the interludes there is some conversation with your sister (including voice-overs). Over the years you have the choice of how to develop your friendship (or romance) with Bee and how much to reveal about your troubled home life.

The middle part of this game is rough, with the player-character experiencing (Spoiler - click to show)maternal abuse and ridicule at school. Some of the scenes and conversations are heart-breaking. But thankfully, in the end there is still hope and things are looking up. Depending on how warm you've been in your conversations with Bee, the ending scenes can be beautiful in how much trust and love has grown between the two of you. I played through the game twice to try some of the other options. It is possible to get an aborted game if you don't want to open up to Bee at all in the beginning, and some of the best stuff is cut if you are more aloof towards the end. So in this game, as in life, it seems best to open yourself up to those that love you to get the best experience.

I thought this game did many things well, including a realistic portrayal of a now decades-old messaging system, and the speech patterns, cadence and abbreviations of kids chatting with each other online from elementary school age through college. The images of the Ruffians website were also great to help set the mood. I also thought the voice acting was very strong and really added something to the game. I loved the character of Rachel and her relationship with the player character. Finally, I had a huge smile break out across my face when the game ended with some music, a la the credits scene in a movie. It was a great song for the occasion and I let it play to the end.

The few things that I didn't like were the parts of the game where the audio looped until a part of a scene finished. Purposefully, the audio is intrusive to match what is happening in the scene. But the more it repeated the harder it became to focus on the text. I'd recommend the audio fading out or stopping after 2-3 loops. Also, sometimes the text and graphics were so big that I had to scroll to find the right place to click to continue the story, and I think that could be polished a bit to make it more compact.

Well worth your time!

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Vampire Ltd, by Alex Harby

2 of 2 people found the following review helpful:
This appears to be the author's first game and it feels like it, November 29, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

According to IFDB as best as I can tell this is the author's first game, and it definitely feels like the game you'd write based off of half an idea just to see if you can make a functional game. That said, it is a pretty good first effort, lacking depth and in need of polish, but showing potential.

You play as a vampire businessman, bent on getting revenge on your chief rival, another vampire businessman. You have to infiltrate his headquarters and destroy the latest project he is working on to ruin his reputation and his company. The parser was pretty well implemented and I only had to fight it a little, but there were a few hiccups that threw me off. The game bills itself as a comedy, but I think the hardest I laughed was reading the introductory blurb. That line was genuinely funny, but much of the rest of the game is only barely grin-worthy. The puzzles are lacking too, feeling either nonsensical, or telegraphed (again, like this game is a test run). However, I did enjoy the climatic scene and thought the solution to that, once I figured it out, was very clever.

The map is mercifully small and depending on how much time you spend reading the extra content (i.e. all the possible dialogue choices) can easily be completed in under an hour. A good first effort and I hope to see more from the author in the future.

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Academic Pursuits (As Opposed To Regular Pursuits), by ruqiyah

3 of 3 people found the following review helpful:
One-room game that works its puzzle(s) into its storytelling, October 20, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

This is a short, one-room, parser-based game where you play someone moving into an office at a university. The game is basically one complex spatial puzzle where you have to take items out of your moving boxes and put them in various places around your office until they all fit. Well, actually (Spoiler - click to show)they don't all fit, and so a second layer to the puzzle is to figure out which items are important and which items can be thrown away or sent back to storage. Despite the basic nature of the puzzle, the game uses the objects in it and your actions with them to tell your backstory and reveal why you are at the university in the first place. Part of the story, who you are, is pretty obvious from the get-go. The rest becomes clear as you work through all the puzzle pieces. I thought it was a fun and unique way to tell a story.

My biggest complaints would be that the game was heavy-handed in some things, like (Spoiler - click to show)revealing your true nature, and not clear enough in others, like (Spoiler - click to show)how to know when you were done or even if you were headed in the right direction. Still, well worth the time!

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Choice of Broadsides, by Adam Strong-Morse, Heather Albano, and Dan Fabulich

2 of 2 people found the following review helpful:
Fun introduction to Choice Of Games, October 13, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

This is the first Choice of Games game that I played and I really enjoyed it. You play a member of the navy of a fictional country, roughly equivalent to 19th century Great Britain. It isn't particularly deep or long, but it was fun to guide the main character through not just a single battle or campaign, but really his whole career. You make a high-level choice for how to proceed with the next step in a battle or your career, and then watch the result play out in front of you, with your choices having lasting consequences throughout the game. While I usually go for more characterization and detail, this game is a nice change of pace. An excellent introduction to the Choice Of Games model/style as well.

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A Rope of Chalk, by Ryan Veeder

9 of 9 people found the following review helpful:
Now I know what it's like to... well, best you experience this one for yourself, October 9, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

While I've never taken hallucinogens, I was drinking whiskey while I played this game. Not sure if that made me like it more or less.

Re-live the infamous sidewalk chalk tournament of 2011 as you take control of various people who were there, playing out your part in its sordid conclusion. I can't say too much about this game without spoiling the best parts of it. I will just say this: go into it with an open mind and if you get stuck don't be afraid to scroll slowly down the walkthrough, just to get the trick you need to move forward. I used the walkthrough a few times and it didn't diminish my enjoyment of the piece at all. Rather, while this game does feature a few things that I would consider puzzles, it is mostly about experiencing the moment. So take your time with this game, look around, talk to people... and when it gets weird, enjoy that too. I promise it will make sense (at least as much sense as possible) by the end. And don't forget to explore the bonus content after the end of the main game. Plenty of laugh-out-loud moments in this game once you get the bit.

The only very minor, slightly spoiler, but essential thing that I would advise players of going into this game is (Spoiler - click to show)that in the first scene, playing as Lane, as you move through the map, make sure you stop and "x art" in each artist's square. It will help the rest of the game make more sense. Trust me.

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Sense of Harmony, by Scenario World

4 of 4 people found the following review helpful:
Exciting start to what I hope to be more Elizabeth Boldan stories, October 2, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

This is a primarily a straightforward choice-based piece, but there are lots of visual bells and whistles to accompany the text. Pop-up panels (not pop-up windows, don't worry) to add details, changing choices depending on which details you decide to examine, and other visual/text effects. And I've never seen them put to better use. Usually visual effects in text games don't add a lot to the story, they are mostly distractions or an author/programmer showing off. But in this story they are on point.

You play a cybernetically enhanced woman, making her living in a high-tech brothel. But your enhancements are not for use in your sex work, as you might expect in a story like this, but rather the result of experiments on you as a child, and you prefer to keep them hidden from the world. One of the benefits to this tech is a hyper-awareness of the world around you, implemented by flashing or stylized words in the text that you can click on to examine that aspect of the story in superb detail. At times these additional observations will alter the choices available to you, with new choices delivered in a corresponding color and typed out quickly, one letter at a time, the perfect choice to strengthen the mood. To me, it felt like some of the opening scenes of Terminator 2, with your electronic components giving you micro-reports on the environment and people around you, directly to your HUD/consciousness. It really helped me embody the character.

I'm looking forward to playing through it again when I have time, hopefully when the next installment comes out, as this is meant to be the first in a series of stories.

My only compliant would be that the pivotal scene, at least in my playthrough, when you are (Spoiler - click to show)fighting with the mysterious woman in your massage room, drags a little bit for what should be a fast-paced and tense scene, and that some parts of it are vague/confusing as to what Elizabeth is perceiving to be happening (I'm sure more will be explained in future installments though). A very minor downside to an otherwise entertaining experience.

This game is part of IFComp 2020, so if you are reading this in October or November of 2020 head over to ifcomp.org and sign up to be a judge. You can play this and other wonderful games and vote on which authors should win cash prizes!

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The Magpie Takes the Train, by Mathbrush

7 of 7 people found the following review helpful:
Clever and fun one-room game, October 1, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

"The Magpie Takes the Train" is the authorized sequel to "Alias 'the Magpie'" by J.J. Guest. You once again assume the role of the eponymous gentleman thief, this time riding a train in hopes of stealing a priceless jewel right off the lapel of an aging steel magnate. Pretty much the entire game takes place in a single train car, which had me confused at first as this was the first one-room game I've played. But once you realize that (or after reading this) you will get into the groove of the game's mechanics, which I found very clever and made the puzzles a joy to work out. I feel like there are enough hints along the way, plus a limited number of choices, that if you read carefully and try messing with everything in the usual IF style then you will have the satisfaction of solving the game without hints. However, the author has provided a walkthrough if you need it.

This game also has some features that make it extremely user-friendly and cut out some of the tediousness of other games that require (Spoiler - click to show)waiting for certain conditions to be right before a puzzle can be solved. I also thought the conversation system was good and fit with this size of game perfectly, no playing "guess the topic" that will advance the gameplay.

The prose is excellent and laugh-out-loud funny at times (particularly when you try the amusing things suggested after you beat the game for the first time). Mathbrush is a long time IF author and one of the most passionate and dedicated advocates for IF that I've encountered. So far I've only had the chance to play one of his other games ("In the Service of Mrs. Claus", available from Choice of Games, which will certainly give you a lot of bang for your buck), but I look forward to playing more.

This game is part of IFComp 2020, so if you are reading this in October or November of 2020 head over to ifcomp.org and sign up to be a judge. You can play this and other wonderful games and vote on which authors should win cash prizes!

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I-0, by Anonymous

5 of 5 people found the following review helpful:
Interesting, but frustrating game, June 27, 2019
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

After all I'd heard about this game it ended up not being anything like I was expecting. It is true that you play a 17-year-old girl who can take her clothes off any time she wants, but that doesn't affect game play nearly as much as I expected. In fact, if you completely ignored this option (which I would recommend on your first several playthroughs) then the game hardly plays any differently and only a few of the branches are closed off to you.

This game isn't really a story-based game (there's almost no plot arch) and it isn't really a puzzle game (unless trying to figure out how to accomplish certain task with the parser is considered a puzzle). It is just a trying-a-bunch-of-stuff game, but that can be fun too.

I did have a few frustrations with it, however:
(Spoiler - click to show)
I think the parser's response to certain phrases could have been more robust. There were at least two instances when I typed something (for example: "get out from under car") and the game responded by telling me I had to do what I had just asked to do first (the response was literally "You have to get out from under the car first"). Also, I asked the server to use the phone, got a reply of "sure, whatever" but then couldn't use a phone.

I also hated how much waiting the game required at certain points. Typing "wait" over and over again doesn't make for fun game play.


Overall, fun for 3-4 playthroughs (each only takes 15 minutes or so) to try to figure out how to get home, but not much depth past that.

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